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Game's not for everyone. I doubt it this number will ever rise much higher.
The recent patches have improved performance a lot, which was one major gripe (rightfully so) at release. I think if you read through reviews you'll find some switched from negative to positive based on the updates.
I also doubt this game will ever get to an overwhelmingly positive review level on Steam, given how unique it's approach is, and some reviews will stay negative based on 1.0. But the devs have certainly put in the work to earn a higher review average than at release.
I'm watching this streamer go through a playthrough on what I think were the hardest difficulty settings, assuming everything else but research is on default. He has a reputation of winning his games, and I find his playstyle entertaining. Good luck.
https://www.youtube.com/watch?v=d0khEZP-V2s&list=LL&index=3
The UI is atrocious, the graphics are subpar, It's got so much extraneous inexplicable crap to it. Pick any ship after it's built, don't worry the game will build ships for you. Then try to give it detailed orders. Then watch it carry out those orders.
In order to get involved the player actively needs to take control. At first it appears as though this would be stupid. Why opt into micromanagement if your actions don't matter anyway. But they do. Oh yes they do. 70h into this game i already had so many more meaningful decisions than in my entire time with Stellaris.
Example:
After researching new reactor tech i deliberately decided against upgrading my explorer design because they were far out and it would hurt my exploration progress for multiple years until the ships would have returned for retrofitting.
Later one of them discovered a valuable field of derelict ships. Another faction arrived there shortly after my construction ships already started restoring them. Automation would've just called the Explorers back for upgrade and would've lost the race for those derelicts.
The game is full of meaningful decisions like these. But they are not obvious. Its not Stellaris where you unlock something and a pleasant soundeffect signals your progress. Resources don't magically end up in a global chest. When you blockade a planet you are actually intercepting physical luxury deliveries. This is what's lowering their happiness. Not just a 'blockaded' -10 modifier. Its all simulated. Ships have names. I can actually recognize this pirate destroyer who deleted my mining station and another empire occupied the spot. I hate him and its a good feeling to board his ship.
The game systems are very interconnected. At first i searched for exploits to turn all private money into state money because i didn't understand why you would want money that you cannot spend. But i was wrong and got punished. The consequences felt logical. All thanks to the simulation.
I mean I learned the game and UI just fine within about 15 hours of playing mostly other than some details and I play with most things on manual. I leave a few things automated I don't care to mess with. Your just being impatient.
Not just that there is a detailed manual that comes with the game that explains everything.......
Why would anyone want Distant Worlds to be like some other game...?
I want Distant Worlds to be itself... not some other game
And let those other games be what their developers and players want
If you find Distant Worlds difficult to understand & learn wellcome to the club... so do I and most people who play the game. Distant Worlds is a complex game with a steep learning curve. I know that puts some people off... but it has the opposite effect on me. I like the depth & complexity.
I'd say the main different in DW2 compared to other similar grand strategy games is that most grand strategy games are resource management focused, which is to say you grab points where resources are, balance and hold them. Whereas DW2 is more of a logistics focused game, which is to say its not about holding the resources as much as how resources get to where they need to go. Its honestly much more addicting to me than Stellaris, despite have less than a fifth of the content.
Well frankly, it is a war game I suppose whereas Stellaris is not (or in any case where Stellaris is definitely not a war game, DW leans in that direction).
Not complex like Stellaris? This game is way more complex than Stellaris and very good and also realistic than Stellaris. I loved it, same for that ol' first DW too.
Just need more time to polish it and add more features to the game. Paradox on the other hand is ruining Stellaris at some points. Idk where they are going with this, i mean i use to like it, they kept messing things up with updates.
Distant Worlds is about where it needs to be honestly, it doesn't need to be as complex as stellaris, in fact it probably wouldn't be fun if it was.